I've read tutorials but I can't get lighting right for the life of me.

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JMRboosties

L2: Junior Member
Jun 3, 2009
98
2
Hi, I'm working on a map and I have trouble with the light_spot entity. I read interloper's guide and did as it said, but it isn't giving me the results I want...

Basically when I use a light_spot it might as well be pitch black in the rooms with the exception of a tiny light source at the light model, which I suspect may be from the prop itself. Using light entities I can make the rooms look just fine, but when I see how Valve does it and all tutorials they rely almost solely on light_spot entities, and I want to do it right. Here is a screen cap of my light_spot entity's stats, I am using just plain white for now and my brightness is at 800.

lightingg.png


I searched the forums before posting this topic for tutorials or similar threads, thanks reading and any advice you can give!
 

JMRboosties

L2: Junior Member
Jun 3, 2009
98
2
ah, i had no idea a light_spot that overlapped with the prop shut off altogether. i'll give that a shot.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Your also going to want to use an env_lightglow and a point_spotlight to get the full effect.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
That's more subjective. A good number of people consider using either of those entities on fluorescent lights unrealistic.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Tru Blu, though I suppose I was thinking more of his first screenshot where there is a lamp. For those lamps I use point_sportlight, light_spot, env_lightglow, and a regular light entity (as is done in whatever valve map i decompiled years ago to check out the settings)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Turning off your props shadows will allow you to place lights inside it and still illuminate your rooms.

It's also wise to set light props to no collision too.